Tabletop game

ABSTRACT

The present invention relates to a tabletop game, a more particular to a multiple player board game having multiple modes and levels of play that can be constructed into various gameplay tiers.

RELATED APPLICATIONS

The present application claims priority to, and incorporates by reference, U.S. Provisional Patent Application No. 62/876,135 filed on Jul. 19, 2019.

BACKGROUND OF THE INVENTION Field of the Invention

The present invention relates to a tabletop game, a more particular a multiple player board game having multiple modes and levels of play that can be constructed into various gameplay tiers.

Background

Board games have been in use for a long period of time, and have been enjoyed by a wide range of people. Typically, the games comprises a board having a layout upon which the game is played, and a variety of game pieces, tokens, and the like that are the instruments of play.

Board games are played according to rules that offer little variation, and the games themselves follow one basic theme or pattern of play. These leads to stagnation of play, and boredom after time. The games follow the same pattern of play each time, and even the youngest players lose interest rather quickly.

Accordingly, a need exists for a board game that allows for greater variation of play and increasing complexity and as a result substantially overcomes the problems of the prior art.

BRIEF DESCRIPTION OF THE FIGURES

The patent or application file contains at least one drawing executed in color. Copies of this patent or patent application publication with color drawing(s) will be provided by the Office upon request and payment of the necessary fee.

FIG. 1 shows the game pieces of the board game.

FIG. 2 shows examples Color Cards of the board game.

FIG. 3A-C shows the instruction side of Sxyzm Cards of the board game.

FIG. 4A shows a first Game Board of the board game.

FIG. 4B shows the game path of the Game Board of FIG. 4A.

FIG. 5A shows a second Game Board of the board game.

FIG. 5B shows the game path of the Game Board of FIG. 5A.

FIG. 6 shows the Basic Game Spaces of the board game.

FIG. 7 shows the Objective Spaces of the board game.

FIG. 8 shows a table of team play rules.

FIG. 9 shows a row of a Gameplay Tier.

FIG. 10 shows a table of difficulty by Gameplay Tier.

FIGS. 11A-B shows the third Gameplay Tier rule set.

FIGS. 12A-B shows the eighth Gameplay Tier rule set.

FIGS. 13A-B shows the fifteenth Gameplay Tier rule set.

FIG. 14 shows the Color Associations for a 12-sided die.

FIG. 15 shows an image of gameplay.

FIG. 16 shows a visual of the Moving Stack Rule.

FIGS. 17A-B shows possible game piece stacks on a single game space.

FIG. 18 shows the table layout for the Elimination, Robin, Gauntlet, and Masters Gameplay Movement Schemes.

FIG. 19 shows a hierarchy for a deck of cards comprising 28 playing suits.

DETAILED DESCRIPTION OF THE INVENTION Game Materials

As shown in FIG. 1, the game includes 10 colored game pieces, 1 6-sided die, 2 12-sided dice, 10 Freeze Player tokens, 10 Color Lock Player tokens. The game also includes 180 Color Cards (FIGS. 2), and 60 Sxyzm Cards (FIGS. 3A-3C). The color cards come in 10 different colors (brown shown in FIG. 2). The game includes a Game Board, which has two sides. Game board A and B are shown in FIGS. 4A and 5A, and each Game Board has a game path also shown in FIGS. 4B and 5B.

The game comprises a racing board game for 2-10 players that develops into a competitive interaction game with iterative gameplay. The game is designed with an advancement system that modifies rules and spaces on game iterations for more challenging and energetic gameplay dynamics. The game uses dice or color cards for movement with the possibility of using cards that allow the player to execute additional movements on opponents. Gameplay can be customized by players as well. An example of gameplay can been seen in FIG. 15.

Setting Up The Game

Set up begins by removing the Game Board from the box, and determining which Game Board to use (Game Board A is for advanced play, and game bard B is for basic play). The Game Board can then be placed on a flat surface.

Each player selects one of the game pieces shown in FIG. 1, and places game piece on Starting Gate of its own color. The Starting Gate for Game Board A comprises the 10 colored boxes in the lower left corner of the Game Board shown in FIG. 4A, and as indicated on the game path by the arrows which start in this location. The Starting Gate for Game Board B comprises the 10 colored boxes at the far left side of the Game Board arranged vertically as shown in FIG. 5A, and as indicated on the game path by the arrows which start in this location. If starting a game with fewer than six players, game pieces may be placed together on a single game space along the game path (such as the nearest branching path) or at the same Starting Gate. Determining Gameplay Tier

The game has a plurality of Gameplay Tiers (described below), which vary the complexity of the game—the higher the Gameplay Tier the more complex the game becomes. The Gameplay Tier can be selected in a number of manners. One such manner is to average the groups experience levels. Assign each player a value for the highest Gameplay Tier that the player has attempted. Add the values of all players and divide by the number of players.

If there are four players with Gameplay Tiers of 1, 2, 5, and 6, the sum of experience is 14 in which the average is 3. The recommended game would be with the Tier 3 rule set and spaces.

The preferred method is to learn the rules as players progress though the Gameplay Tiers. The rules can be customized so long as all players agree to changes (before the start of play). The game has 16 Default Gameplay Tiers Rule Sets the rule sets for Tier 3, Tier 8, and Tier 15 are shown in FIGS. 11A and 11B, FIGS. 12A and 12B, FIGS. 13A and 13B respectively.

Playing the Game

To determine player order, the player with the youngest age can go first, followed by the person to their left, clockwise around Game Board. Once a player's turn is designated, a player will follow through the gameplay phases of location, draw/discard, movement, and action. Then play will move onto next player. The player can ask opponents for assistance in determining location, how to discard, movement or gameplay rules, but should not ask opponents to assist with what card to discard for movement or action or on which action to take. The first player to reach the Finish Line on the Game Board wins the game. The finish line on Game Board A, as shown in the game path diagram, is the player boxes located in the upper right corner of Game Board A (FIG. 4A). The finish line on Game Board B, as shown in the game path diagram, is the player boxes located in the lower left corner of Game Board B (FIG. 5A). Players can continue to play after a winner is established to determine full results. The player in last place or finishing in last place at the end of gameplay can start the next game.

Location

The Location Phase of play is the point in a player's turn when the player determines the location of their piece on the Game Board, the direction of the game path, and whether the player gets to take their current turn. Player must be able to determine where their game piece is on the Game Board. Player must be able to determine the direction to move along the game path of the Game Board; the number of spaces to move along the Game Board between the Starting Gate to the Finish Line (paths branch throughout gameplay). Players must be able to identify whether they have a turn; players can lose a turn on Skip Turn Spaces or when an opponent's game piece is stacked on top of his or her game piece.

Draw/Discard

The Draw/Discard Phase of play is the point in a player's turn when a player draws a card, determines where they want to move and selects to discard the desired card. The discarded card is placed in front of them for the remainder of their turn. If gameplay rules do not use cards, the other methods (dice roll, etc.) to signify player movement will be used during this phase. If the rules chosen for gameplay use drawing schemes on a selected card, the draw and discard scheme is done at the end of this phase.

Movement

The Movement Phase of play is the point in a players' turn when a player moves his or her game piece to the color indicated on the card they have just drawn and placed on the discard pile. The background color of a game space is the game spaces indicated color for purposes of movement (if the game space has other colors or symbols those are ignored for the purpose of movement). If gameplay rules do not use cards, the other methods (dice roll, etc.) determine a color or amount of spaces for movement.

Action

The Action Phase of play is the point in a player's turn when a player acts on the obstacles that occur during gameplay. There can be multiple actions for a player, so a player must act on the obstacle indicated for the game space occupied before movement, then, act on obstacles on the game space after movement (if necessary) as well as act on any player obstacles with opponents. Gameplay Tiers (or custom levels chosen) by all players determine the rules and actions required for each obstacle. Some rules may trigger multiple sets of these actions.

Game Spaces

Game Spaces on the Game Boards may take two forms: Basic and Objective Spaces. Basic Spaces do not change rules as players change tiers or levels. Objective Spaces may have interactions that can occur during gameplay depending on the set of rules and levels chosen by the players before the start of the game.

Basic Game Spaces

Basic Game Spaces can exist in four different forms: Standard Color, Starting Gate, Finish Line, and Path Change Spaces (See FIG. 6). Standard Color Spaces or Standard Game Spaces exist in each of the 10 Player Colors. To get to the color space of a certain color, a color card for that color must be discarded by the current player during their turn. The Starting Gates exist in the 10 Player Colors and are located as described above on the Game Boards. At the beginning of the game, players place their chosen game piece on the Starting Gate of their game pieces' color. The Finish Line Spaces are located as described above on the Game boards. Any color card will advance a player to the Finish Line (so long as that color of a game space is not passed on the way to the Finish Line). Depending on game mode, the player who reaches the Finish Line first wins the game and will no longer be eligible to continue playing—if players on the board want to continue until last player finishes. Path Change spaces indicate the direction/path a player takes, a game piece cannot land on a Path Change space. Players will move their game piece to the nearest game space indicated on the Color Card discarded. If this takes the player past a Path Change space they follow the arrow that leads most directly to the game space of the chosen color—meaning, moving the fewest possible game spaces (not including Path Change, Starting Gate or Finish Line spaces) between the discarded color along the Path Change Space. Players cannot choose any path, and then move to that color down the path—they must choose the path that contains the shortest path to the chosen color. If a Yellow card is discarded, the player at the Path Change point must move to the nearest Yellow space on any of the paths. If the color is the same amount of playable game spaces down multiple paths, the player may choose to continue down any of the eligible paths.

Objective Spaces

Objective Spaces can exist in nine forms: Double Space, Forward, Backward, Switch Path, Warp Zone, Opponent Swap, Skip Turn, Opponent Stack and Discard (see FIG. 7). The corresponding Gameplay Tier (or custom level) chosen by the players at the beginning of the game determines the rules used for each objective space, where each Gameplay Tier has a level assigned to it for various aspects of the game. Objective Spaces have various levels of rules.

Double Spaces exist in the 10 Player Colors. A Double Space acts as two separate Standard Game Spaces on a single path to the Finish Line. Allows for advanced player obstacles during gameplay. For Level 0: Play as Standard Game Space. Double Spaces play as a single Standard Game Space. Play all Double Spaces as you would play a Standard Game Space. If another player's game piece occupies a Double Space, the current place places their game piece next to existing opponent player on same game space and the two game pieces co-exist without any interference.

For Level 1: if another player's game piece occupies a Double Space the current player may place their game piece under, on top of, or next to the opponent's game piece. Fulfill objective (if necessary) before Opponent Obstacle (described below). If two existing opponent players are next to each other on the same Double Space, the current player can choose to stack their game piece on top of both opponent players/stacks or under either opponent player as long as existing stacks are the same height. If another player lands on Double Space while a player's game piece is on both opponents game pieces, the new player may choose to stack their game piece on current opponent stack or next to the opponent stack. New player does not get to stack their game piece under the opponent's game piece. This also applies, if player lands on same Double Space as two stacks of opponent players. Additional Opponent Obstacle Rules may apply as set forth herein.

For Level 2: Under (Draw 1), On Top (OPP Draw 1). Next to (Draw 0). Fulfill objective (if necessary) before opponent obstacle. If an opponent player's game piece exists at a color space, the current player can place their game piece under, on top of, or next to the existing opponent player's game piece. If the current player places their game place under existing opponent player, the current player draws a Color Card. If player places their game piece next to the existing opponent player, the current player draws no cards. If current player places their game piece on top of existing opponent player, the existing opponent player draws a Color Card. If two existing opponent players are next to each other on the same Double Space, the current player can choose to stack their game piece on top of either opponent players/stacks, both players/stacks or under either opponent player/stack as long as the existing stacks are the same height. If player chooses to stack on both existing opponent players game pieces, both opponent players draw one Color Card. The three players' game pieces acts as one stack. If another player lands on Double Space while a player's game piece is on both opponents' game pieces, the new player may choose to stack on current stack or next to the stack. The new player does not get to stack under the opponents stack. This also applies, if a player lands on a Double Space with more than two existing stacks of game pieces. Additional Opponent Obstacle Rules may apply.

For Level 3: Under (Draw 1), On Top (OPP Draws 1 from Player). Fulfill objective (if necessary) before opponent obstacle. If an opponent player's game piece exists at Double Space, the current player can place their game piece under, on top of, or next to the existing opponent player's game piece. If the current player places their game piece under existing opponent player, the current player draws a Color Card. If current player places their game piece next to existing opponent player, player draws no cards. If current player places their game on top of existing opponent player, the existing opponent player draws a Color Card from the current player's hand. If two existing opponent players' game pieces are next to each other on the same Double Space, the current player can choose to stack on top of either opponent players/stacks, both players/stacks or under either opponent player/stack as long as the existing stacks are the same height. If the current player chooses to stack on both existing opponent players stack, both opponent players draw one Color Card from the current player's hand. The three players stack acts as one stack. If another player lands on Double Space while a player is stacked on both opponents, the new player may choose to stack on current opponent stack or next to opponent stack. New player does not get to stack under opponents. If the new player stacks on the opponent stack, all opponent players in the stack draw a Color Card from new player's hand. If new player does not have enough Color Cards for all opponents, opponent players draw one Color Card from new player's hand until the cards are gone and then additional opponent players draw one Color Card from the deck. This also applies, if player lands on same Double Space as two stacks of opponent players. Additional Opponent Obstacle Rules may apply.

Forward Obstacle Spaces are identified as an arrow pointed in a direction forward along game path. A game path is outlined by a white, grey, black edge as shown in FIG. 4A and FIG. 5A. The Forward Obstacle Space will always point in a direction parallel to the game path edge. For Level 0: Play as Standard Game Space. All Forward spaces are played as a Standard Game Space. No additional rules. If an opponent player exists at space, follow the rules for Opponent Obstacles.

For Level 1: the current player moves forward along path six spaces. If the new space is another Objective Space, follow the objective rules for the new space. If an opponent player's game piece exists at new space, follow the rules for Opponent Obstacles below.

For Level 2: the current player moves forward along game path to next opponent player's game piece and places their game piece on top of opponent player's. If no opponent player exists forward on game path, player stays at the Forward Space.

For Level 3: Under (Draw 1), Top (OPP Draws 1). No Forward Player Stay (Draw 1). The current player moves their game piece forward along the game path to the next opponent player's game piece and places their game piece on top of or under the opponent player's game piece. If current player selects on top of opponent player, the opponent player draws a Color Card.

If player selects under the opponent player, the current player draws a Color Card. If no opponent player exists forward on game path, player stays at the Forward Space and draws a card.

For Level 4: Under (Draw 1), Top (OPP Draws 1 from Player). No Forward Player Stay (Draw 1). The current player moves their game piece forward along the game path to next opponent player's piece and places their piece on top under opponent player's piece. If current player selects on top, then the opponent player draws a Color Card from current player's hand. If current player selects under, the current player draws a Color Card. If no opponent player exists forward on the game path, player stays at the Forward Space and draws a card.

Backward Obstacle Spaces are identified with an arrow backward along the game path. A game path is outlined by a white, grey, black edge as shown in FIG. 4A and FIG. 5A. The Backward Obstacle Space will always point in a direction parallel to the game path edge. For Level 0: Play as Standard Game Space. The current player plays all Backward Spaces as a Standard Game Space. No additional rules apply. If an opponent player's piece exists at space, follow the rules for Opponent Obstacles.

For Level 1: Backward Six Spaces. The current player moves along game path backward six spaces. If the new space is another Objective Space, follow the objective rules for the new space. If an opponent player's piece exists at new space, follow the rules for Opponent Obstacles.

For Level 2: Place Under Next Backward OPP Player. The current player moves backward along game path to the next opponent player's piece and places their piece under the opponent player's piece. If no opponent player's piece exists backward on game path, the current player stays at the Backward Space. If all opponents are at Starting Gate, the current player stays at the game space.

For Level 3: Under (Draw 1), Top (OPP Draws 1). No Backward Player Stay (Draw 1). The current player moves backward along game path to the next opponent player's piece and places their piece on top of opponent player's piece, or under the opponent player's piece. If the current player selects on top, the opponent player draws a Color Card. If the current player selects under, the current player draws a Color Card. If no opponent player's piece exists backward on game path, the current player stays at Backward Space and draws a card. If all opponents are at Starting Gate, stay at game space.

For Level 4: Under (Draw 1), Top (OPP Draws 1 from Player). No Backward Player Stay (Draw 1). The current player moves backward along game path to next opponent player's piece and places their piece on top of, or under, opponent player's piece. If current player selects on top, the opponent player draws a Color Card from the current player's hand. If player selects under, the current player draws a Color Card. If no opponent player's piece exists backward on the game path, the current player stays at the Backward Space and draws a card. If all opponents are at Starting Gate, stay at game space.

The Switch Path Obstacle Space is identified as an arrow pointed in a direction to the left or right of game path. A game path is outlined by a white, grey, black edge as shown in FIG. 4A and FIG. 5A. The Switch Path Obstacle Space will always point in a direction perpendicular to the game path edge. Unless stated otherwise, player must follow the arrow to switch paths if the current player lands on a Switch Path Space. For Level 0: Play as Standard Game Space. Play all Switch Path Spaces as you would play a Standard Game Space. No additional rules apply. If an opponent player's piece exists at space, follow the rules for Opponent Obstacles.

For Level 1: Move and Place on Next Path in Direction of Arrow. The current player moves their piece in the direction of arrow to next immediately adjacent game path. If an opponent player's piece exists at the new space, follow the rules for Opponent Obstacles.

For Level 2: Forward (Discard One Card), Backward (Draw One Card), Another Branch (Draw 0), Player Disputes (Draw 0). The current player moves in the direction of the arrow to next adjacent game path. If the action moves the current player forward on the game path, the current player discards an additional Color Card. If the action moves the current player backward on game path, the player draws a Color Card. If the action moves the current player to another branch of the game path, they do not draw or discard any additional cards. If the current player and opponent players cannot agree on the action to be taken, the current player because it is not covered by the rules, the current player does not draw or discard any additional cards. If an opponent player's piece exists at the new space, follow the rules for Opponent Obstacles.

The Warp Zone Obstacle Space is identified as a “W” designating movement to another Warp Zone location. For Level 0: Play as Standard Game Space. Play all Warp Zone Spaces as you would play a Standard Game Space. No additional rules apply. If an opponent player's piece exists at the space, follow the rules for Opponent Obstacles.

For Level 1: Move Forward or Backward to Other Warp Zone of Same Color. The current player moves their piece to the other Warp Zone location of same color on the Game Board (there are two Warp Zones for each color on the Game Board). If an opponent player's piece exists at new space, follow the rules for Opponent Obstacles.

For Level 2: Move Forward or Backward to Any Warp Location. The current player moves their game piece to any Warp Zone location on the Game Board. If an opponent player's piece exists at new space, follow the rules for Opponent Obstacles.

For Level 3: Forward (Discard Two Cards), Stay at Warp (Draw One Card), Backward (Draw Two Cards) to Warp of Same Color, OPP Warp (Draw/Discard 0 Cards). The current player has the option to move to the other Warp Zone location of same color on Game Board, or stay at game space and draw 1 Color Card. If the selected action moves the current player's piece forward on game path, the player discards two Color Cards. If the selected action moves the player backward on the game path, the player draws two Color Cards. If the action moves the player to another branch of game path, they do not draw or discard any additional cards. If the current player and opponent players cannot agree on the action taken because it is not covered by the rules, the current player does draw or discard any additional cards. If the current player warps an opponent's game piece forward or backward, there is no warp cost (draw/discard 0). If an opponent player exists at new space, follow the rules for Opponent Obstacles.

For Level 4: Warp to Any Location, Forward (Discard Two Cards), Stay at Space (Draw One Card), Backward (Draw Two Cards), OPP Warp (Draw/Discard 0 Cards). The current player has the option to move their game piece to any other Warp Zone location on Game Board. If player chooses to stay at the current game space, the player draws 1 Color Card. If the action moves the current player's piece forward on the game path, the player discards two Color Cards. If the action moves the current player's game piece backward on game path, the player draws two Color Cards. If the action moves the player to another branch of game path, they do not draw or discard any additional cards. If player and opponent players cannot agree to actions movement, thy current player does not draw or discard any additional cards. If player warps an opponent's game piece forward or backward, there is no warp cost (draw/discard 0). If an opponent player exists at new space, follow the rules for Opponent Obstacles.

The Swap Players Obstacle Space is identified as a Double Arrow designating a Player Swap action. Unless stated otherwise, players must swap game pieces if the current player landed on a Swap Player Space as set forth herein. If all opponents are at the Starting Gate, they stay at that game space. If the current player swaps with another player, then after the swap player game spaces are played as Standard Game Spaces. The objective space rules have already been fulfilled.

For Level 0: Play as Standard Game Space. Play all Swap Players Spaces as you would play a Standard Game Space. No additional rules apply. If an opponent player exists at space, follow the rules for Opponent Obstacles.

For Level 1: Swap With Nearest Player. The current player swaps locations with nearest opponent player as measured by the number of spaces in either direction along the game path from the current player's location. If two opponent players' pieces are an equal amount of spaces from current player, the current player swaps with the opponent player forward on the game path. If multiple opponent players' pieces exist at the same game space, the current player may swap with any opponent player's piece on that game space.

For Level 2: Swap With Any Player. The current player swaps locations with any opponent player's piece on Game Board.

For Level 3: Swap With Any Player (OPP Draws One Card), Stay at Swap (Draw One Card). The current player may swap locations with any opponent player on Game Board. If the current player swaps, the opponent player draws a Color Card. If current player does not swap, the current player draws a Color Card.

For Level 4: Swap With Any Player (OPP Draws One Card from Player), Stay at Space (Draw One Card). The current player may swap locations with any opponent player on Game Board. If the current player swaps, the opponent player draws a Color Card from the current players' hand. If current player does not swap, the player draws a Color Card.

The Skip Turn Obstacle Space is identified as an “S” Icon designating a loss of the next turn. If other Objective Spaces or Sxyzm Cards sends player to a Skip Turn space, player follows the rule for the Skip Turn location. For example, if the current player lands on the Opponent Stack and the opponent is on a Skip Turn space of LVL 1, the current player ends the current turn and places their game piece under the opponent player's piece (instead of on top like the Opponent Stack rule) and proceeds to end the current turn with the loss of the next turn. This applies to the other Objective Spaces (Forward, Backward, Switch Path, etc.), except for the Swap Player Space as the Objective Space rule has already been fulfilled. If a Moving Stack begins at a Skip Turn space, the stack will move away from the Skip Turn and current players no longer need to follow the Skip Turn rule. For Level 0: Play as Standard Game Space. Play all Skip Turn Spaces as you would play a Standard Game Space. No additional rules apply. If an opponent player exists at space, follow the rules for Opponent Obstacles.

For Level 1: Player's Turn Ends and Player Loses Next Turn. The current player whose game piece lands on a Skip Turn Space will end current turn, and will not be able to play their next turn. If existing opponent player or stack exists at the Skip Turn Space, the current player places their game piece under opponent player's piece or stack.

For Level 2: Player's Turn Ends and Player Loses Next Turn (Draw One Card). The current player whose game piece lands on a Skip Turn Space will draw one Color Card, end the current turn and will not be able to play their next turn. If existing opponent player's piece or stack exists at the Skip Turn Space, the current player places their game piece under the opponent player's game piece or stack.

The Opponent Stack Obstacle Space is as an “O” Icon designating a forced player obstacle. Unless stated otherwise, if the current player lands on an Opponent Stack Space, the player must stack their game piece on another opponent player's piece (even if the opponent player is backward of current player on game path). Players cannot stack on Starting Gate, Path Change or Finish Line spaces. If there is no player in allowable stacking spaces, player may stay at Opponent Stack Space. For Level 0: Play as Standard Game Space. Play all Opponent Stack Spaces as you would play a Standard Game Space. No additional rules apply. If an opponent player exists at space, follow the rules for Opponent Obstacles.

For Level 1: Stack on Nearest Player. The current player moves their game piece and stacks it on top of nearest opponent player piece as measured by the least number of spaces in either direction along the game path. If two opponent players' pieces are an equal amount of spaces from current player's piece, current player stacks their piece on the opponent player's piece forward on the game path. If multiple opponent players' pieces exist at the same game space, the current player stacks their piece on top of all opponent players' pieces in the current stack on that game space. Additional Opponent Obstacle and Moving Stack rules may apply.

For Level 2: Stack on Any Player. The current player may move their game piece and stack it on top of any opponent player's piece on the Game Board. Additional Opponent Obstacle and Moving Stack rules may apply.

Level 3: Stack on Any Player (OPP Draws One Card), Stay at Opponent Stack Space (Draw One Card). The current player moves their game piece and stacks it on top of any opponent player's piece on the Game Board. If the current player stacks their piece, the opponent player draws a Color Card. If player does not stack their piece, the current player draws a Color Card. Additional Opponent Obstacle and Moving Stack rules may apply.

For Level 4: Stack on Any Player (OPP Draws One Card from Player), Stay at Opponent Stack Space (Draw One Card). The current player may move their game piece stacking it on top of any opponent player's piece on Game Board. If player stacks, the opponent player draws a Color Card from the current player's hand. If the current player does not stack, the current player draws a Color Card. Additional Opponent Obstacle and Moving Stack rules may apply.

The Discard Card Obstacle Space is identified as a “J” Icon designating a discard Color Card scheme. Level 0: Play as Standard Game Space. Play all Discard Card Spaces as you would play a Standard Game Space. If an opponent player exists at space, follow the rules for Opponent Obstacles. Other rules may apply.

For Level 1: Player Discards 1 Card. The Current player whose game piece lands on a Discard Card Space will discard an additional Color Card. If the current Player moves an opponent's game piece, the opponent discards. If an opponent player's piece exists at the current space, the current player places their piece under the opponent player's piece. Other rules may apply.

For Level 2: Player Discards 2 Cards. The current player whose game piece lands on the Discard Card Space will discard an two Color Cards. If current player moves an opponent's game piece, the opponent discards two Color Cards. If an opponent player's piece exists at the space, the current player places their piece under the opponent's piece. Other rules may apply.

Gameplay Rule Sets

Gameplay Rule Sets include the remaining rules that influence gameplay outside of the game spaces, which includes the following Sets: Opponent Obstacles or Stacks, Moving Stacks, Player Movement Scheme, Draw Scheme, Symbol Scheme, and Gameplay Movement Scheme. The corresponding Gameplay Tier or custom level chosen by the players at the beginning of the game identifies the rules used for each objective space.

Opponent Obstacles or Stacks

Opponent Obstacles set the rules for when a player interacts with another player when their respective game pieces share the same game space. A group of players on the same game space can create a stack. Players cannot stack on the Starting Gate, Path Change or Finish Line spaces. FIG. 17A and FIG. 17B show stacks (or stacks of game pieces) on an individual game spaces while FIG. 15 shows stacks during gameplay.

For Level 0: Players Share Game Space. If the current player's piece lands on same game space as an opponent player, the current player places the game piece under the existing opponent player's piece. No stacking rules apply.

For Level 1: Player Obstacle—Under or On Top of OPP Player. If an opponent player's game piece exists at the game space as the current player's game piece, the current player can place their game piece under, or on top of, the existing opponent player's piece to create a stack. The bottom player in stack may not take a turn until the top player(s) move their game piece(s).

For Level 2: Under (Draw One Card), On Top (OPP Draw One Card). If an opponent player's piece exists at the same game space with a current player, the current player can place their game piece under, or on top of, the existing opponent player's piece to create a stack. The bottom player in stack may not take a turn until top player(s) move their game piece(s). If the current player places their piece under the existing opponent player, the current player draws a Color Card. If the current player places their piece on top of existing opponent player's piece, the existing opponent player draws a Color Card. If the current player stacks their piece on top of an existing stack, the top most opponent in previous stack draws one Color Card. If the current player stacks under an existing stack, the current player draws one card.

For Level 3: Under (Draw One Card from OPP), On Top (OPP Draws One Card from Player). If an opponent player's piece exists at the same game space as the current player, the current player can place their game piece under, or on top of, the existing opponent player's piece to create a stack. The bottom player in the stack may not take a turn until the top player(s) move their piece(s). If the current player places their piece under the existing opponent player, the current player draws a Color Card from the opponent player's hand. If the current player places their piece on top of the existing opponent player's piece, the existing opponent player draws a Color Card from the player's hand. If the current player stacks their piece on top of an existing stack, the top most opponent in previous stack draws one Color Card from the current player's hand. If the current player stacks under an existing stack, the current player draws one Color Card from bottom opponent player in previous stack.

Moving Stacks

A group of players' pieces placed on the same space create a stack. For stacks of 3 or more players, additional movements occur during gameplay using the rules below. FIG. 16 shows the motion of movement of the game pieces to illustrate the Moving Stack rule. For Level 0: No Moving Stack rule.

For Level 1: Stack Moves Backward 3 Spaces. If the current player creates a stack of three or more game pieces on a single game space, the entire stack is moved backward by three spaces. If the new game space is an objective space, then the new game space is played as a Standard Game Space with no additional rules applied. If an opponent player/stack exists at the new game space, the opponent player/stack is placed on top of current player stack that was moved backwards. If an opponent player/stack is added to an existing stack, the topmost player in stack is the new player to create the moving stack. No Color Cards are drawn or discarded for a moving stack.

For Level 2: Stack Moves Backward 3 Spaces, With OPP Backward 3 Spaces. If the current player creates a stack of three or more game pieces on a single game space, the entire stack is moved backward by three spaces. If the new game space is an objective space, the new game space is played as a Standard Game Space with no additional rules applied. If an opponent player/stack exists at the new game space, the opponent player/stack that is moved backwards is placed on top of player stack and the stack is moved back three more spaces. If an opponent player/stack is added to an existing stack, the topmost player in stack is the new player to create the moving stack. No Color Cards are drawn or discarded for a moving stack.

For Level 3: Stack Backward 3 Spaces, Stack Plays Objectives then Adds OPP. If the current player creates a stack of three or more game pieces on a single game space, the entire stack is moved backward by three spaces. If the new game space is an objective space, the entire stack acts as one unit to fulfill the objective space rules. If a stack moves backward to a Warp Zone the entire stack moves through the Warp Zone. If a stack moves to an objective space that applies a discard requirement, the player that created the stack move fulfills the discard requirement. If a stack moves to an objective space that applies a draw requirement, the bottom player in the stack fulfills the draw requirement. If a player creates a stack of three on a Skip Turn Space, the stack no longer needs to fulfill the skip turn objective. If an opponent player/stack exists at the new game space that is not an objective space, the opponent player/stack is placed on top of stack and the stack is moved back three more spaces. If an opponent player/stack exists at the new game space that is an objective space, the objective space rules are fulfilled and if the stack remains at game space, then the opponent player/stack is added to the top of the stack and the stack is moved back three more spaces. If an opponent player/stack is added to an existing stack, the topmost player in stack is the new player to create the moving stack (for use with draw/discard requirements above).

Player Movement Scheme

This section sets forth a system for moving players' game pieces during gameplay. For Level 0: The current player moves his or her own game piece across Game Board during gameplay.

For Level 1: The current player can move his or her own game piece or any team members' (described below) game piece across the Game Board during gameplay. If the current player moves another player's game piece, the current player must fulfill the objective and obstacle requirements for that game piece. This includes any draw or discard requirements for that game piece during the current player's turn unless the game space rules state otherwise. If the current player's game piece crosses finish line, the current player is not allowed to play on active game pieces anymore (cannot play on team members that have not finished, etc.).

For Level 2: The current player can move his or her own game piece or any other players' game piece across Game Board during gameplay (this includes moving opponent players). If the current player moves another player's game piece, the current player must the fulfill objective and obstacle requirements for that game piece. This includes any draw or discard requirements for that game piece during player's turn unless game space rules state otherwise. If the current player's game piece crosses finish line, they are not allowed to play on active game pieces anymore (cannot play on players that have not finished, etc.).

Draw Scheme

This section sets forth the system for how players draw Color Cards during gameplay. If a player has more than twelve cards in their hand, all the cards in their hand are divided equally and distributed to all other players. Any remaining cards are placed in discard pile and the current player will now have no cards. If there is only one opponent player to divide equally to, the opponent player instead chooses 3 cards from player's hand, and the current player discards any remaining cards. If another player has more than twelve cards after receiving distributed cards, that player may discard cards (without penalty) to a hand of ten cards or more. For Level 0: The current player draws one card at the beginning of turn.

For Level 1: Players follow draw scheme on cards. Players do not draw at the beginning of turn. If the card has a draw 1, the player draws one card when that card is discarded. If card has a draw 0, the player discards card normally without a draw. If card has a draw −1, the player must discard an additional card when that card is discarded; however, if the player discards and has no additional cards to discard, player plays that card as a draw 0 card. If the player has no cards, the player's turn ends, the player draws two cards and the player loses their next turn. A player may use a skip turn at any location at any time and draw one card.

For Level 2: Players follow draw scheme on cards. Insufficient Cards. Players do not draw at the beginning of turn. If card has a draw 1, the player draws one card when that card is discarded. If card has a draw 0, the player discards cards normally without a draw. If card has a draw −1, the player must discard an additional card when that card is discarded; however, if the player discards a draw −1 card or similar and does not have enough additional cards to discard, the player cannot play that card. If the player has no cards, the player's turn ends, the player draws two cards and the player loses their next turn. A player may use a skip turn at any location at any time and draw one card.

Symbol Card Scheme

This sets for the system for how the symbol on Color Cards affects players during gameplay. Some Gameplay Movement Schemes may still use these cards for other rule systems. For Level 0: Player plays Symbol Card as standard Color Card. If the discarded card has a star or a skull, player plays as a standard Color Card.

For Level 1: Star (Forward to furthest player then color), Skull (Back to furthest player then color). If the discarded Color Card has a star, the current player moves their game piece forward to the location of the game piece of the furthest forward player and then forward to corresponding color on the discard Color Card. If the discarded card has a skull, the current player moves their game piece back to last player (closest to Starting Gate) then to backward to the corresponding color of the discarded Color Card. If the furthest backward player is at Starting Gate, the current player moves their game piece to furthest backward player and places their game piece next to most backward player at the Starting Gate.

Sxyzm Card Scheme

This section describes the System for players to use Sxyzm (“schism”) cards (Strategic Three-Dimensional Movement Cards) during gameplay (see FIGS. 3A, 3B, 3C for card instructions). The back of a Sxyzm Card has “Sxyzm” on it instead of a “Color.” The Sxyzm Cards are not the same as the Color Cards and do not use the same draw scheme. The deck of Sxyzm Cards is placed on or near the Game Board at a location that does not interfere with gameplay. Some Gameplay Movement Schemes may still use these cards for other rule systems. Sxyzm Cards have 3 basic playing schemes: When Drawn, Card Holder's Turn, or Any Time during gameplay. If the card has “When Drawn” on it, the card is played when the Card Holder draws the card (at the end of the current action during action phase). If the card has “Card Holder's Turn” on it, the card is played during any phase of the Card Holder's turn. If the card has “Any Time” on it, the card is played whenever the Card Holder desires during gameplay.

Frozen game pieces are identified as a Freeze token (see FIG. 1) placed on top of a player's game piece. Frozen game pieces cannot be moved from their frozen location until unfrozen. Unfreezing game piece constitutes a player's turn. If a player freezes a stack, all players' pieces in stack are frozen individually. Players at the bottom of the stack can become unfrozen prior to higher players' pieces in the stack thereby regaining their turns; otherwise, the stack is remains in the order it was in when frozen after being unfrozen. If a non-frozen player moves to a game space with a frozen player or stack, non-frozen player plays game space as if game space does not contain frozen player(s) pieces.

Color locked game pieces are identified as a Color Lock token (see FIG. 1) on top of a player's game piece. Color locking a stack only color locks the top player's piece in the stack. Other players are unaffected by the color lock, but would still be under all other stacking rules (cannot move until top player moves). If the color locked player is on the same game space as the furthest backward player, it is the same as being the furthest backward player (or all other players are ahead of player); therefore the Color Lock would be lifted.

The following describes the levels of rules for the Sxyzm Cards. For Level 0: Sxyzm Cards are not active in gameplay. Sxyzm Cards remain in game box during gameplay.

For Level 1: Draw a Sxyzm Card at a Discard Location. Sxyzm Cards are active in gameplay. A player draws a card from the Sxyzm Deck when player's game piece lands on a location where a discard rules applies. Once a player draws a Sxyzm Card, the player follows the instructions on the card (see FIGS. 3A, 3B, 3C). If the card can be held, the player places Sxyzm card face down on table in front of the player. At any time during the player's turn, he or she may flip and play the Sxyzm Card using and following the instructions on the card (some cards, if stated, may be played anytime during gameplay). When a Sxyzm Card has been played, the card is placed in the Sxyzm deck and the deck is reshuffled unless otherwise stated on the card.

For Level 2: Start with Dealing Cards; Draw Sxyzm Card at a Discard Location. Sxyzm Cards are active in gameplay. Each player is dealt 5 Sxyzm cards prior to the start of gameplay (before Color Cards are dealt, etc.). If a player is dealt cards with “When Drawn” on them, the player moves game piece (before gameplay) forward on the game path to the locations on card. If player has multiple “When Drawn” cards, cards can be played in any order. For example, if a player is dealt 2 “When Drawn” cards of Next Skip Turn space and Next Switch Path, the player moves to the Skip Turn space and then to the Switch Path space or moves to the Switch Path space and then to the Skip Turn space, whichever he or she chooses. Objective Spaces act as Standard Game Spaces until gameplay has started (at the first players turn). When all “When Drawn” cards have been played, they are returned to the Sxyzm deck and the deck is reshuffled. The Create Tower “When Drawn” card, is played after all other “When Drawn” cards have been played. If more than one Create Tower card is available to be played, only one can be played and the youngest player is to use it.

Additionally, a player draws a card from the Sxyzm Deck when the player's game piece lands on a location where a discard rule applies. Once the player draws a Sxyzm Card, the player follows the instructions on the card. If the card can be held, player places Sxyzm card face down on table in front of player. At any time during the player's turn, he or she may flip and play the Sxyzm Card using and following the instructions on card (some cards, if stated, may be played anytime during gameplay). When a Sxyzm Card has been played, the card is placed in the Sxyzm deck and the deck is reshuffled unless otherwise stated on card.

For Level 3: Draw a Sxyzm Card when creating a stack of 4 or more players, at a Discard Location or in place of 3 Color Cards of same color. Sxyzm Cards are active in gameplay. A player draws a card from the Sxyzm Deck when creating a stack of four or more players' game pieces (the last player in stack draws card): if the player's game piece lands on a discard location; or the player may discard 3 Color Cards of the same color (discard 3 yellow cards for a Sxyzm Card). Once the player draws a Sxyzm Card, the player follows the instructions on the card. If the card can be held, player places Sxyzm card face down on table in front of player. At any time during player's turn, he or she may flip and play the Sxyzm Card using and following the instructions on card (some cards, if stated, may be played anytime during gameplay). When a Sxyzm Card has been played, the card is placed in the Sxyzm deck and the deck is reshuffled unless otherwise stated on card.

In Combination with Moving Stack rule: If a player creates a stack of four or more game pieces, and the stack moves backward the three spaces and lands on an opponent occupied game space; then opponent player draws one Sxyzm Card instead of the stack creating player. If a “When Drawn” card is drawn at this point, the opponent player who drew the card plays the card after stack (with the opponent player) has moved backward and fulfilled the objective of the new game space (if applicable) and before adding an additional opponent player to the stack (if applicable). If the opponent occupied game space contains a stack of opponents' game pieces, the topmost player, with a game piece in the stack, of the newly added stack gets to draw the Sxyzm Card (topmost player is the new player to create the stack).

For Level 4: Start with Dealing Cards; Draw a Sxyzm Card when creating a stack of 4 or more players, at a Discard Location or in place of 3 Color Cards of same color. Sxyzm Cards are active in gameplay. Each player is dealt 5 Sxyzm cards prior to the start of gameplay (before Color Cards are dealt, etc.). If a player is dealt cards with “When Drawn” on them, the player moves their game piece (before gameplay) forward on the game path to the locations on card. If a player has multiple “When Drawn” cards, the cards can be played in any order. For example, if player is dealt 2 “When Drawn” cards of Next Skip Turn space and Next Switch Path, player moves to the Skip Turn space and then to the Switch Path space or moves to the Switch Path space and then to the Skip Turn space, whichever he or she chooses. Objective Spaces act as Standard Game Spaces until gameplay has started (at the first players turn). When all “When Drawn” cards have been played, they are returned to the Sxyzm deck and the deck is reshuffled. The Create Tower “When Drawn” card, is played after all other “When Drawn” cards have been played. If more than one Create Tower card is available to be played, only one can be played—with the youngest age is to use it.

Additionally, player draws a card from the Sxyzm Deck when creating a stack of four or more players' game pieces (the last player in stack draws card): if a player's game piece lands on a discard location; or a player may discard 3 Color Cards of the same color (discard 3 yellow cards for a Sxyzm Card). Once a player draws a Sxyzm Card, the player follows the instructions on the card. If the card can be held, the player places Sxyzm card face down on table in front of the player. At any time during a player's turn, he or she may flip and play the Sxyzm Card using and following the instructions on card (some cards, if stated, may be played anytime during gameplay). When a Sxyzm Card has been played, the card is placed in the Sxyzm deck and the deck is reshuffled unless otherwise stated on card.

In Combination with Moving Stack rule: If a player creates a stack of four or more game pieces, the stack moves backward the three spaces and lands on an opponent occupied game space; the opponent player draws one Sxyzm Card instead of the stack determining the player. If a “When Drawn” card is drawn at this point, the opponent player who drew the card plays the card after the stack (with opponent player) has moved backward and fulfilled the objective of the new game space (if applicable) and before adding an additional opponent player to the stack (if applicable). If the opponent player occupied game space contains a stack of opponents' game pieces, the topmost player of the newly added stack gets to draw the Sxyzm Card (topmost player is the new player to create the stack).

Gameplay Movement Scheme

This section describes the system used to determine a players' movement during gameplay. Occurs during draw/discard phase for a players turn.

For Level 0: Use a 6-Sided Die, 6 Rolls Again. A player rolls a 6-sided die and moves their game piece forward on the game path by the number on die. If a player rolls a six, the player gets another turn before the next player's turn. If a player reaches a Path Change location the player may choose any path to continue down.

For Level 1: Use a 12-sided Die Numbers. A player rolls a 12-sided die and moves their game piece forward on path by the number on die. If player reaches a Path Change location player may choose any path to continue down.

For Level 2: Use a 12-sided Die with Color Association. A player rolls a 12-sided die and the number rolled is associated with a color or symbol (described below or FIG. 14). The player moves to the corresponding color space. If number determines a star symbol, the player rolls again. If the number determines skull symbol, the player turn ends. If the player reaches a Path Change location player may choose any path to continue down.

For Level 3: Use 2 12-sided Dice with Color Associations. A player rolls two 12-sided dice and the numbers rolled are associated with a color or symbol (described below or FIG. 14). If the numbers determine two colors, then player choses one of the corresponding colors and moves game piece to that color space.

If the numbers determine a star symbol and a color, then player moves game piece to corresponding color and then to the next space of corresponding color (double jump). If the numbers determine two star symbols, player moves to the location of the game piece of the furthest player along the game path, and then moves game piece forward 10 spaces. If there is no forward player, then the player move game piece forward 10 spaces.

If the numbers determine the skull symbol and a color, then the player moves their game piece backward to the color. If the numbers determine skull symbol and a color and the player's game piece matches the color, then the player moves game piece backward to the color and loses their next turn. If the numbers determine two skull symbols, then player moves game piece to the location of the game piece of the last player on the game path, and then backward 10 spaces. If there is no backward player, the player moves backward 10 spaces.

If the numbers determine the star and skull symbol, then the player's turn ends. If the player cannot move backward any further, the player moves backward as far as possible and loses their next turn. If the player reaches a Path Change location player may choose any path to continue down.

For Level 4: Draw and Flip. Color Cards are shuffled and placed face down into a stack near or on an open space of the board. Upon a player's turn, the player draws a card, flips and discards the card into the discard pile. The player moves their game piece to the corresponding color on card. When all cards have been used and gameplay is not finished, the cards are shuffled and replaced into the stack.

For Level 5: Place Cards Around Board and Flip. Color Cards are shuffled and placed face down around the edges of the Game Board. Upon a player's turn, the player flips a card and moves their game piece to the corresponding color on the card. When all the cards have been used and gameplay is not finished, shuffle cards and replace around edges of board.

For Level 6: Place Cards Around Board, Flip and Match. Color Cards are shuffled and placed face down around the edges of the Game Board. Upon a player's turn, the player flips a card to face up and flips another card face up. If the corresponding colors on cards match, the player moves the game piece to corresponding color on the cards. Cards are then picked up and placed into the discard pile. If the cards do not match, the player flips cards face down and ends their turn. When all cards have been used and gameplay is not finished, shuffle cards and replace around edges of board.

For Level 7: Deal Out Cards to Each Player. Color Cards are shuffled and a determined amount of cards dealt to each player. When a player's turn occurs, the player discards a card and moves to the corresponding color. When all cards have been used and gameplay is not finished, shuffle cards and replace stack.

For Level 8: Deal Out Cards to Each Player With Color Associated Die Roll. Color Cards are shuffled and a determined amount of cards are dealt to each player. When a player's turn occurs, the player rolls a 12-sided die. The number on the die corresponds to a color or symbol (see FIG. 14). If a color on die, all players with corresponding color discard that color card and the player's turn continues. If a skull symbol is on die, the player ends the current turn. If a star symbol is on die, the player continues the turn. If the player's turn continues, the player then discards a card and moves to corresponding color. When all cards have been used and gameplay is not finished, shuffle cards and replace stack.

For Level 9: Party Mode: Deal 5 Cards to Each Player, Pick and Match. Color Cards are shuffled and each player is dealt five cards. When a player's turn occurs, the player chooses one opponent player and draws one card from the opponent player's hand. If the color on the drawn card matches the color on a card in the player's hand, the player discards the matching pair and moves to the corresponding color. The player performs actions at the location if necessary. The player, then, chooses another opponent player's hand of card to draw from. If the color on the card drawn from the opponent player does not match any in player's hand, the player ends their turn. At the end of the players turn, the player draws until their hand of Color Cards contains 5 Color Cards. If the player has more than 5 cards, the player does not draw or discard. When all cards have been used and gameplay is not finished, shuffle cards and replace stack.

For Level 10: Advanced Party Mode: Deal 5 Cards to Each Player, Match and Die Roll. Color Cards are shuffled and each player is dealt five cards. When a player's turn occurs, the player rolls a 12-sided die. The number on the die corresponds to a color or symbol (see FIG. 14). If a color is on the die, all players with the corresponding Color Card discard that Color Card and the player continues turn. If a skull symbol is on die, the player ends their current turn. If a star symbol is on die, player continues their turn.

If the player's turn continues, the player chooses one opponent player and draws one card from the opponent player's hand. If the color on the drawn card matches the color on a card in the player's hand, the player discards the matching pair and moves to the corresponding color. The player performs any actions at the location if necessary. The player, then, chooses another opponent player to draw from. If color on card drawn from opponent player does not match any in player's hand, player ends turn.

At the end of the players turn, the player draws until their hand contains 5 Color Cards. If the player has more than 5 cards, the player does not draw or discard. When all cards have been used and gameplay is not finished, shuffle cards and replace stack.

Level 11: Elimination: 3 lives (3 down, 3 up) Deal out 5 cards to each player. Deal three Color Cards to each player face down and deal three Color Cards to each player face up. One face up card is placed on one face down card creating 3 stacks of two cards (one face up and one face down). These stacks symbolize the player's three lives (see FIG. 18). The players are then dealt five Color Cards for their hand.

When a player's turn occurs, the player discards a card and moves to the corresponding color. If the player has no cards, the player can skip the turn (follow Draw Scheme Rule) or the player can play one of the face up cards and place the corresponding face down cards into hand (player now has one less life).

If the player's game piece is on top of a stack after an Opponent Obstacle occurs, the player may discard one additional card from their hand of the three corresponding face up color cards for the opponent player in the obstacle to use. If the player discards a card that corresponds to one of the face up colors, the player takes that Color Card and the face down card from the opponent and puts both into their hand. The opponent now has one less life. If multiple opponents' game pieces exist at same game space during an obstacle, the player may choose one opponent to take a life from (as described above). The first player to reach the Finish Line or the last one with a life remaining is the winner.

If the player takes a life from an opponent player in a stack, the player moves their game piece forward one game space and plays new game spaces objective (if applicable).

For Level 12: Robin: 3 lives (3 down, 3 up) Deal out 5 cards to each player. Eliminate Single Opponent. Deal three Color Cards to each player face down and deal three Color Cards to each player face up. The three face up cards are placed on top of the three face down cards into 3 stacks, these stacks symbolize the player's three lives (see FIG. 18). The players are then dealt five Color Cards for their hand.

When a player's turn occurs, the player discards a card and moves to the corresponding color. The player attempts to eliminate the lives of one target opponent player (robin) whom is one space to the right (counter-clockwise) of player as shown in FIG. 18. Each player has his or her own target player (robin). If the player has no cards, the player can skip their turn (follow Draw Scheme Rule) or the player can play one of the face up cards and place corresponding face down card into hand (player has one less life).

If a player's game piece is on top of a stack after an Opponent Obstacle occurs with the robin player, the player may discard one additional card from their hand of the three corresponding colors face up for the robin player in the obstacle to use. If the player discards a card that corresponds to one of the face up colors, the player takes that Color Card and the face down card from the robin player and puts both into hand. The robin player has one less life.

If the player takes a life from an opponent player in a stack, the player moves their game piece forward one game space and plays new game spaces objective (if applicable).

If the robin loses all three lives, they are eliminated from gameplay and the player gets new robin player. The next opponent player (still in gameplay) to the right becomes the new robin for player. The first player to reach the Finish Line or the last one with a life remaining is the winner.

For Level 13: Gauntlet: 3 lives (3 down, 3 up) Deal out 5 cards. Use Color Associated Die Roll. Deal three Color Cards to each player face down and deal three Color Cards to each player face up. The three face up cards are placed on top of the three face down cards into 3 stacks, and these stacks symbolize the player's three lives (see FIG. 18). The players are then dealt five Color Cards for their hand.

When a player's turn occurs, the player rolls a 12-sided die. The number corresponds to a color or symbol (per Color Association described below). If the corresponding color matches one of the three face up cards for the player, the player's turn continues. If the corresponding color does not match one of the three face up cards for the player, the player's turn ends. If a skull symbol is on the die, then player discards one of the three stacks (one face up card with a face down card) and continues turn. If a star symbol is on the die, then player draws two cards (one face up card and one face down card) from deck and places them into a new stack next to other stacks (extra life). The player then continues turn.

If player's turn continues, the player then discards a card and moves to the corresponding color. If the player has no cards, the player can skip their turn (follow Draw Scheme Rule) or the player can play one of the face up cards and place corresponding face down card into hand (player has one less life).

If the player's game piece is on top of a stack after an Opponent Obstacle occurs, the player may discard one additional card from their hand of the three corresponding face up colors for the opponent player in the obstacle to use. If the player discards a card that corresponds to one of the opponent's face up colors, the player takes that Color Card and the face down card from opponent and puts both into hand. The opponent has one less life. If multiple opponents exist at same game space during obstacle, the player may choose one opponent to take a life from. The first player to reach the Finish Line or the last one with a life remaining is the winner.

If the player takes a life from an opponent player in a stack, player moves game piece forward one game space and plays new game spaces objective (if applicable).

If a player has no more lives, the player's game piece remains on Game Board. The game piece does not affect other game pieces or gameplay for the other players. If a player moves to a game space with another game piece whose player has no lives, player plays as if game piece is not present and stacks on top if player remains at space. A player without lives may still roll die to gain a life (gain a life by rolling a Star as above).

For Level 14: Masters (2 Players): 5 lives (5 down, 5 up), 5 game pieces each. Deal 5 cards to each player. Deal five Color Cards to each player face down and deal five Color Cards to each player face up. The five face up cards are placed on top of the five face down cards into 5 stacks. These stacks symbolize the player's five lives. The table layout is shown in FIG. 18. However, there is only one opponent player in the Masters game mode and both the player and opponent have 5 lives.

For each life, a player receives a game piece, so each player starts with 5 game pieces. Every time a player loses a life, a player's game piece will be removed from the Game Board. Follow the Team Rules for Two Teams to determine the colors for each player's game pieces. The players are, then, dealt five Color Cards for their hand.

For a player's turn, the player discards a card and moves to the corresponding color. If the player has no cards, the player can skip their turn (follow Draw Scheme Rule) or the player can play one of the face up cards and place corresponding face down card into their hand and remove one of their game pieces from the Game Board (player has one less life and one less game piece).

If the player's game piece is on top of a stack after an Opponent Obstacle occurs, the player may discard one additional card from their hand of the five corresponding colors face up for the opponent player in the obstacle to use. If the player discards a card that corresponds to one of the opponent's face up colors, the player takes that Color Card and the face down card from opponent and puts both into hand. Player, then, removes the opponent's game piece in stack from the Game Board. The opponent has one less life.

If multiple of opponent's game pieces exist at same game space during obstacle, player may choose one game piece in stack to take life from. The first player to reach the Finish Line or the last one with a life remaining is the winner.

If a player takes a life from opponent player in a stack and an opponent players game piece remains on the game space, player moves game piece forward one game space and plays new game spaces objective (if applicable).

If a game piece is frozen using a Sxyzm Card, freezing only blocks the game piece in the Masters scenario (not the player). Unfreezing game piece replaces that player's turn.

Team Play Rules

Team play is also based on the chosen tier rules. Teams are determined using the table shown in FIG. 8. For a team to win, all members of a team must cross the Finish Line before all members of the other team(s) finish.

Default Rules for Gameplay Tiers

Gameplay Tiers create a complete structure for playing the game by combining the various Gameplay Rule Sets, Objective Spaces, and associated levels into a single two-part structure. Part 1 contains the Gameplay Rule Sets and Part 2; contains the Objective Space Rule Sets, typically displayed in a single spread. Default gameplay rules for three of the Gameplay Tiers are shown in FIGS. 11A-B, FIGS. 12A-B and FIGS. 13A-B. Rules can be customized before gameplay as long as all players agree to rule changes beforehand. Increasing difficulty can be done by increasing the tier or by jumping to the next increasing tier of the same movement. If increasing or jumping tiers as recommended makes gameplay too difficult, players can stay on the current tier and try increasing a couple of individual rule levels instead.

Each Gameplay Tier contains the individual rules for each Gameplay Rule Set and each Objective Space in the format below the structure of which is shown in FIG. 9, and explained below. A full Gameplay Tier contains a complete set of the structure shown in FIG. 9. The following are descriptions of the named structured portions in FIG. 9.

-   -   Game Space/Scheme Level: The level of the individual rule for         the Game Space or Gameplay Scheme.     -   Rule for Game Space/Scheme: The shorthand rule description for         the individual rule level.     -   Rulebook Page for Game Space/Scheme: The page in the Rulebook         where a player can find the full detailed rule for each         individual level of a Space or Scheme.     -   Detailed Rule: The majority of necessary information for the         individual rule either as text or in a note form. Some specific         circumstances within an individual rule will not be present in         this section and can be found in the Rulebook on the given page.

FIG. 10 provides a general guide to the Gameplay Tiers by level of difficulty, where the level of difficulty increases as with higher Gameplay Tiers.

FIGS. 11-13 illustrate three complete Gameplay Tiers, using the structure shown in FIG. 9. Gameplay Tiers can be customized as well, where the players construct their own Gameplay Tiers using the format shown in FIGS. 11-13 as templates.

Color Associations for 12-sided Dice

When using a 12-sided die, some games call for color associations, which is shown in FIG. 14. On each side of the 12-sided die there exists a number from 1-12. For each number, there is a designated color or symbol as shown in FIG. 14.

Additional Gameplay Modes

The following describes additional gameplay modes that can represent expansions to the current game with the ability to use all or the majority of released game boards for each rule set. Each expansion will have use a double-sided game board. Additional game boards will include the expansions name under the Sxyzm logo and will have a letter corresponding to the order they are released (i.e. the first expansion will have boards C and D, the second E and F and so on). Each expansion will maximize the possible scenarios to play Sxyzm without limiting or hindering any of the released rule sets, allowing for players to customize the gameplay for the surrounding party members' enjoyment or frustration. Gameplay may use a mixed set of rules from any or all of the original game or expansions.

Sxyzm: Sprint

An additional gameplay method that contains multiple sets of starting gates along the game path and allows for the length of gameplay to be adjusted. The game mode could use multiple starting gates, game paths, or finish lines or a parallel combination that players would be able to travel between and still be able to finish on any path.

For an example game board, one side of the game board has three starting gates with three different game paths that end at the same finish line. The other side of the board contains a single game path and finish with four different starting gates. The starting gates are placed in a way that changes the length of the game path for shorter or longer gameplay.

Sxyzm: Capture

An additional gameplay method is capture-the-flag whereby a flag spawns at one of two locations on the game board. Players then must escort the flag to the other spawn (capture zone) to get a capture point. While flag is in play, when players form a stack on the escorting player, the topmost player in stack becomes the new escorting player and must move the flag to the capture zone for a point. The first player with 5 points wins the game. A player can track his or her points by using additional game pieces, a notepad, or using another similar method.

In this game mode, maps are designed as labyrinths and players may move in either direction along the game board.

Sxyzm: Endless

An additional gameplay method whereby players collect tokens and an acquiring a predetermined number of tokens determine the winner, instead of reaching the Finish Line. Rules could allow for players to steal tokens from other players.

In this game mode, maps are designed as a sprint to the finish with a looping section of the game board that allows for players to continue through the game path in an endless finish if players want to increase the number of laps. Endless mode also introduces parallel game paths that may prevent players from finishing the game if they cannot travel back to the original game path. Sxyzm: Juggernaut

An additional gameplay method whereby players dodge and/or duel enemies while racing to the Finish Line before the enemies reach the Starting Gates. Players may stack onto enemies to attack them. Enemies may also move to attack players. Different enemies will have different movement patterns.

In this game mode, a rule of victory can be used where a player wins the game by capturing enemies instead of reaching the Finish Line. There is also a possibility of the enemies winning the game instead of the players. With this win scenario, a single player game mode would be possible.

Sxyzm: Chaos

An additional gameplay method whereby players grab and place flat tiles on the game path face down and when the entire game path is covered, tiles are flipped over to reveal new game spaces along the game path. Players then move through the game using the tiles as the game spaces. Tiles contain all possible game spaces (Standard, Warp, Skip Turn, etc.) in all ten colors and are shuffled before gameplay for increased randomness for gameplay.

Another version has tiles with Standard Game Spaces on one side and an objective space on the other of the same or different color. When a player lands on the space during gameplay, the player will flip the tile over and the space will be played as the new face up side suggests. For example, if the tile is a Red Standard Game Space and player lands at the space, the player will play space as a Standard Game Space and flip tile over. If the flipped tile reveals a warp objective space, the next player to land on that space will play it as a Warp Zone and flip the tile over back to the original Red Standard Game Space once moved through the warp zone. The Chaos rule set can change when the tile is flipped during gameplay (i.e. the tile could be flipped when landed and player must play based on the underside of tile).

As an added feature for this game mode, players can use the tiles to create their own game paths or game boards on the tabletop or on the previous Sxyzm game boards. A game board may not be needed to play Sxyzm with the Chaos expansion.

Sxyzm: Warp and Other Game Modes

Additional gameplay modes or expansions can use original game pieces and spaces with or without a new rule set and have the possibility to limit the original rule set, but give players the ability to play on additional game boards.

One such game mode, adds a black hole element or similar space to the game board or a coaster/tile game piece that can be placed on or near the game board. The black hole space will not connect to the game path. When a player ends up at the black hole location, the player will have to achieve a certain requirement or set of requirements in order for the player to get back to the game path. If the player cannot fulfill the requirements, he or she will remain at the black hole space until they can do so. Switch Path or a Warp that consists of a single colored game space would cause players to move to the black hole space. New cards, game spaces, and/or pieces may be added to get players to the black hole location as well.

Another game mode, allows players to add another game piece of his or her color to the game board when another player stacks on one of his or her game pieces. If Yellow game piece player stacks onto Red game piece player, Red player adds another Red game piece to the game board in the same stack of the original Red game piece (most likely at the bottom of stack). Red player would now have two game pieces on the game board. If another player stacks on one of the Red player's game pieces, Red player would add another Red game piece to the game board and so on. A player would only need one game piece to cross the Finish Line. When one of the game pieces crosses the Finish Line, the player would remove the remaining of his or her game pieces from the game board.

A further game mode, allows players to exchange cards with other players. Additions could include the use a stealth exchange whereby players must exchange without getting caught or will forfeit their hands. This could also include an addition for using a standard playing card deck or a multi-suit deck instead of the Color Cards or dice for movement. This would mean that a group of players favorite playing card game could be played in place of the Gameplay Movement Scheme with varying outcomes of winning or losing a hand could move game pieces. An added feature comprises using a non-standard multi-suit deck of cards, and using semi-wild suits. Whereby cards from the semi wild suit could be wildcards when used in combination with card from some suits, and the cards would not be wildcard when used with card from the other suits. FIG. 19 shows a 28-suit deck of cards with a hierarchy for the order of the suits displayed by the lines in FIG. 19 between the suits. Each suit also contains a number of cards in a ranked order (the typical 2-10, Jack, Queen, King, Ace or another 1-10 and an X). The suits are either red or black, and each suit has a unique symbol associated with it as shown in FIG. 19. The top ranked suit being Ecwems followed by Ecwem Reds, Ecwem Blacks after which the next 24 suits are in reverse alphabetical (Valves, Yarns, Wings, etc.) until the final suit of [ ] (“blanks”—represented by a pair of empty brackets—the cards of this suit have no symbol associated with them). On the left side of FIG. 19 are the black suits while the right side contains the red suits. Ecwems and [ ] (“Blanks”) are considered wild or trump suits. A card from a wild suit is a card that may represent any other card of the complete deck in a player's hand. Trumps Suits in many card games are given more power than other suits. The advantage of [ ] (“blanks”) being at the bottom of the hierarchy allows for the opposite effect. In this regard for the hierarchy, if two players have a high card hand and one shows a nine of Ecwems and the other has a nine of any suit, then, the Ecwem nine would out rank the other to be the winning hand. [ ] (“blanks”) work in the opposite effect whereby a player with a [ ] nine as high card would be outranked by any other nine. Ecwem Reds and Ecwem Blacks are considered semi-wild suits. A semi-wild card is a card that only represents a card from a portion of the deck, not the complete deck. For the semi-wild suit Ecwem Reds, the Ecwem Red card is wild for other types of Red cards. The Ecwem Red card is not wild for other types of black cards. For example, for five-card poker, a player that has 4 Diamonds and an Ecwem Red would have a flush, but a player that has 4 spades with and Ecewm Red card would not have a flush. For a player that has only black card types, the Ecwem Red card would not be considered a wild card. Some games do not allow wild cards to be discarded, but semi-wilds would be played like other non-wild cards and may be discarded. In combination with the rest of Sxyzm, players could play five-card poker, or other card games in combination with the game described above. The player who has the winning hand would be allowed to make the game pieces move using a card in the winning hand. When using the Ecwem cards, these playing cards or Ecwem cards of FIG. 19 would replace the Color Cards (under Gameplay Movement Scheme) during gameplay.

Warp and other game modes have unique game boards that may limit the ability of players to use certain rule sets. For example, Warp uses a game path that requires players to use the Warp Zones or Switch Path Spaces in order to move forward or backward along game path. There are also early concepts for the addition on an economic system on top of gameplay as well as expand the amount of players by the addition of other colored game pieces or introducing a numbered flag system.

The present invention is disclosed on the preferred embodiment as using a physical Game Board, however, the invention is not so limited. The invention can utilize a dedicated electronic game board comprising a computer display (preferably with a touchscreen) that is affixed as a table top, or the game can be adapted for play as an application on a general purpose computing device such as a handheld, tablet, laptop, or desktop computing device, wherein the Game Board and the game are rendered electronically.

Unless otherwise defined, all technical and scientific terms used herein have the same meaning as commonly understood by one of ordinary skill in the art to which this invention belongs. Although methods and materials similar to or equivalent to those described herein can be used in the practice or testing of the present invention, suitable methods, and materials are described below. All publications, patent applications, patents, and other references mentioned herein are incorporated by reference in their entirety to the extent allowed by applicable law and regulations. In case of conflict, the present specification, including definitions, will control.

The above specification and accompanying Figures are for illustrative use only. The scope of the present invention is defined by the following claims. The present invention may be embodied in other specific forms without departing from the spirit or essential attributes thereof, and it is therefore desired that the present embodiment be considered in all respects as illustrative and not restrictive, reference being made to the appended claims rather than to the foregoing description to indicate the scope of the invention. Those of ordinary skill in the art that have the disclosure before them will be able to make modifications and variations therein without departing from the scope of the invention. 

1. A tabletop game, comprising: a game path comprised of a plurality of game spaces, where the game spaces comprise a gameplay direction along the game path; a plurality of game pieces for movement along the game spaces according to one or more rules; a plurality of players each player having their own game piece which they move along the game spaces in a series of turns.
 2. The invention of claim 1 whereby if two game pieces occupy the same game space at the same time the game pieces can be stacked on each other thereby affecting the movement of the games pieces in the stack.
 3. The invention of claim 1 where the movement of the games pieces in the stack is restricted based on the position of the game piece in the stack.
 4. The invention of claim 3 where the restricted movement prevents a player with a game piece in the stack from taking a turn.
 5. The invention of claim 4 where the restricted movement only affects the player(s) that do not have game pieces at the top of the stack.
 6. The invention of claim 1 where the movement requires the stack to move together instead as individual game pieces to fulfill an objective in the game.
 7. The invention of claim 1 where at least one of the game spaces if two game pieces occupy the same game space at the same time the game pieces are unaffected by the presence the other game pieces.
 8. The invention of claim 8 where the at least one game space is a double game space.
 9. The invention of claim 1 further comprising game cards that determine the movement of the game pieces on the game spaces of the game board.
 10. The invention of claim 9 where the game cards are color coded to at least 10 colors of the games spaces whereby the game pieces move to a game space of the same color as the color of the game card.
 11. The invention of claim 1 where at least one of the game spaces are objective spaces having additional rules specific to the spaces.
 12. The invention of claim 11 where the additional rules have a plurality of levels that vary the complexity of the rules for the objective spaces.
 13. The invention of claim 1 further comprising game cards that in combination with the die determine the movement of the game pieces on the game spaces of the game board.
 14. The invention of claim 13 where the game cards are color-coded to colors of the games spaces whereby the game pieces move to a game space of the same color as the color of the game card.
 15. The invention of claim 1 further comprising a two-sided game board having a first game board and a second game board thereon respectively.
 16. The invention of claim 15 where the first game board is more complex than the second game board.
 17. The invention of claim 1 where the game has multiple rule sets to govern the rules of play.
 18. The invention of claim 17 where the rule sets have multiple levels that vary the complexity of the rules of the rule sets.
 19. The invention of claim 1 further comprising color cards having colors that correspond to the colors of the game spaces that are drawn by the players, a die governing movement of the game pieces, further comprising instruction cards with special instructions or symbols, where at least one of the game spaces are objective spaces having additional rules specific to the spaces based on symbols on the objective spaces, and where the game pieces that occupy the same game space can be stacked thereby affecting the movement of the pieces, and gameplay tiers contain instructions organized by levels for the rules governing the execution of the foregoing.
 20. The invention of claim 19 where the gameplay tiers are numbered by increasing complexity.
 21. The invention of claim 1 further comprising two or more die having multicolored sides that determine the movement of the game pieces.
 22. The invention of claim 1 further comprising a game board and tiles placed on or near game spaces on the game board, and the players flip the tiles over to cover a game space on a game board.
 23. The invention of claim 1 further comprising tiles that represent game spaces and a number of tiles represents a game path.
 24. The invention of claim 23 where players place tiles to make the game path.
 25. The invention of claim 1 further comprising cards that are drawn by players during their turn that force a player to follow the instruction during the turn.
 26. The invention of claim 1 further comprising cards that are drawn by players during their turn that include instructions that a player can execute at any time during the game.
 27. The invention of claim 2 further comprising rules that can cause the stack to move backward or forwards along the game path to different game spaces, and if the different game space contains a stack, the moved stacked is stacked on the existing stack.
 28. The invention of claim 2 where when a player encounters a stack they have a choice where in the stack to place their game piece.
 29. The invention of claim 1 further comprising enemy opponents on the game board, and players gain points when they encounter an enemy opponent.
 30. The invention of claim 29 where points determine the winner of the game.
 31. The invention of claim 1 where the game pieces can move in multiple directions on the game path.
 32. The invention of claim 31 where game pieces can move between paths without following the game spaces along the game paths.
 33. The invention of claim 1 where the games spaces include objective spaces that cause a game piece to switch game paths.
 34. The invention of claim 1 further comprising a game board and where the game board is an electronic game board.
 35. The invention of claim 1 where the game spaces further comprise a starting gate and a finish line whereby the gameplay direction and a goal is to move the game piece from the starting gate to the finish line.
 36. The invention of claim 35 where a player moves another player's game piece to achieve the goal.
 37. The invention of claim 35 where the game pieces can move in direction in any direction along the game path to achieve the goal.
 38. The invention of claim 35 where the players add multiples of their own game pieces during gameplay to achieve the goal while preventing other players from achieving the goal.
 39. The invention of claim 1 where some or all of the players have more than one game piece per player.
 40. The invention of claim 2 where some or all of the players have more than one game piece per player in the stack.
 41. The invention of claim 1 further comprising multiple single color game spaces where rules may prevent game pieces from occupying game spaces of specific colors.
 42. A tabletop game, comprising a deck of cards, where the cards contain a number of suits.
 43. The invention of claim 42 where there are at least 10 suits.
 44. The invention of claim 42 where a suit can represent a number or group of suits while also cannot represent another group of suits. 